| 10-25-2003, 12:12 PM | #1 |
I wan't to make an ability to my hero. Unfortunately i know little about how to make it work. The usual story? Yeah. :bgrun: But, to the point. I'd like to make an ability called Dreamwalker, that makes the caster ethreal, with a bullet time style slow motion but leaves a line of copies of himself in the line of his movement which fade out after a while (can't explain it better. if i remember right, i've seen somebody asking this earlier, just can't find it now), boost attack damage 25% and finaly, reflects ranged attacks. So i could use some help with this. Edit: Oh, and of course turn it off after 20 secs... |
| 10-25-2003, 04:45 PM | #2 |
Im going to assume that you know how to do the propper checks for the skill being cast. I dont feel like opening the editor so these are off the top of my head. make 3 triggers. Event-Unit cast spell Conditon-Spell = whatever Action- Set game speed to 50% Set unit speed to 50% Create 20 second timer Create a unit with an aura to boost the casters damage? then ad a 20 second timer to it Turn on next trigger Event-Every 1 second Action- create unit that looks like caster at position of caster Set transparancy for last created unit to 50% pause last created unit add expiration timer to unit Event-Timer ends Action-Set game speed to 100% Set unit speed to 100% Turn off Middle trigger I think that answers most of your questions |
| 10-25-2003, 04:58 PM | #3 |
Instead of creating a hidden caster with an aura to increase damage, you could just give the caster a modified item ability based of Damage Increase. |
| 10-26-2003, 05:12 AM | #4 |
It was all i could think of doing at that point of time, another option is give the aura to the hero which only targets self. The problem with the item increase is you can only add a certain amount of damage, but auras can add % damage. |
| 10-26-2003, 05:23 AM | #5 |
An item ability that gives an aura will sufice |
| 10-27-2003, 03:09 PM | #6 |
*got delayed by school and Hostile Waters* Whoa... Keep it simple, okay ? My skills are between zero and basic. But i'll go and try those options. |
| 10-27-2003, 05:04 PM | #7 |
i don't think the unit created behind the triggering unit will work because i don't think he will face the correct direction. the 50% transperancy should work but the unit trail is a very hard thing to do. i tried it and ended up very frustrated. |
| 10-27-2003, 06:47 PM | #8 | |
Quote:
yet you want an ...well, it ain't that hard to make, except the trails of the unit for which i might have the solutions :) the second trigger might look like this e: every 2 secs c: a: crate dummy_unit with the same model of the hero (or a unit) set Decoy[x] = last created unit turn on trigger fade away fade away e: every 0.5 seconds c: a: for integer a from 1 to 8 do set transparency of Decoy[x] to (transparency of (Decoy[x]) to (transparency of (Decoy[x] -10%) pause Decoy[x] and when the 20 secs timer ends, and everything returns to normal (trig. 3) just add Turn Off triger fade away.... the decoy x is an array of decoys...the integer a from 1 to 8 is the most probable nr of decoys...it depends of hos much the decoy has to last, but i suggest around 5 secs, so it could fade away to 0 nicely..... i hope this helps :) |
| 10-30-2003, 05:54 PM | #9 |
I can't find the action that makes the unit transparent... where is it? |
| 10-30-2003, 06:55 PM | #10 |
I think its under animation |
| 10-30-2003, 09:12 PM | #11 |
Animation- Vertex coloring, or something. For your trailer unit, you probably should give it the locust ability (unknown Aloc) so the player can't select them. Chances are, this will look somewhat odd. The new units will just play a stand animation while the actual guy is moving. I suggest you try a different spell idea. |
| 10-30-2003, 10:25 PM | #12 |
Something that would substitute what you are talking about is use the casting for mirror image(the blurred blade master thing). Either make it using a special effect or make it a dummy unit with aloc and give it 50% opacity. |
| 11-03-2003, 06:13 PM | #13 |
OK, I think I'll have to drop the trail thingy... It's way too hard for me. But i came up a solution for the transparent thingy. I'l base the spell on "ethreal form". I got it working just fine, except that the ability is turned on when the hero learns it, and the button doesn't work with the timer... The button is still on after 20 secs are passed but the unit is visible. Edit: Maybe i should remove the off switch? Ok. now some clarification. I need now triggers for these effects: Ranged attack reflect Slow enemies, hero and ally movement normal boost damage 25% ( Am I too ambitious...? ) I haven't tried all the triggers you've posted, but i'll check them now. If you find a easy way to do those effects above, and in a way that even a dummy like me can understand, please do post it.. :ggani: |
| 11-04-2003, 12:28 AM | #14 |
That whole reflect the ranged attack idea is really interesting, but i cant think of anyway to pull it off. The damge item ability or a self tageting aura are the best ways to do the damage increase. A way to decrease movement speed for all is simpily pick all units, change movment speed for picked unit to (default movement speed/2) then add it a a unit group, If you dont want to attect the casting hero just put a condition in there. To return back to normal have a timer expire (starts when ability is activated), or have a wait, pick all units in unit group, set movement speed to default. |
| 11-07-2003, 02:52 PM | #15 |
I've got an idea. Not sure it will work, though. Maybe i should make a secondary, disabled attack that is a ranged attack. It's not used, but it's still available, right? So we make the unit immune to ranged attacks, and make a trigger that fakes the "reflect" effect when a ranged attack hits the character, by sending back a projectile with the same model as the original attack had. Edit: Actualy, now that i think of it, the secondary attack seems irrelevant... Sounds logical, but is it possible? Someone give a little help with the off switch. How do i take it off? |
